i love this game, dont get me wrong, but theres something not right in it. Jason its not scary because theres no hiding factor in the game at the moment and fight back its the only option. in a game like this, fight back should be the hardest option not the easiest. So i would really appreciate if sense gets completly reworked in a way that jason can no longer pinpoint where you are but just gets a tip of where you could be. i think jason its not a threat if hes chasing you, but only when hes shifting, so i would love to see a jason that can actually outrun counselors without needing teleports, replace shift with a sprint rush instead. and if you think that this will make chasing a car impossible i mean the car its supposed to be impossible to chase :\ you should focus on objective control instead. as a counselor i think that too much bullying and fighting back ruins the experience, from the jason prospective you just find someone with sense and try to grab him with your extremly embarrassing grab hitbox before he hits you and you get stunned for 20 seconds, is it fun? no. i tried in a private match to toggle off the music and jason couldnt use sense, that was intense and funny as fuck! :D
and also the fear system its cancer, if you are being chased by jason you cant enjoy it because your screen colors start becoming purple its not funny its annoying, try to watch being chased by jason at 0 fear and then try to being chased at 100 fear, you cant even see a color, how am i supposed to feel scary if i cant see colors? its not enjoyable.
jason should be a chaser, not a teleporting snail, Gun rework your chasing, sense and fear system because its trash, comment your ideas below if you like!

(ignore the fact that there have been multiple posts about this)
What if we could choose our own perks? Like for example:
We have the list of all the perks, and you can click on each perk to roll a "version" of the perk. For example, you click on Marathon and it rolls itself, giving you a 7% stamina increase and a 2% sprint speed decrease. You can still sell the perk and the perks still cost 500 CP to roll, and you'll get the same rarity, etc.
This balances everything out so instead of having an epic Thrasher, you won't get a poor Thrasher the next time you roll.

Hello, I have been an active user and early adopter of this project. I pre-ordered the game and picked up all the skins packs and the savini jason. I have all the available DLC except for the special emotes. All of this being said, I cannot believe where this game has gone development wise. After the beta it really took a turn for the better and it felt like things were really starting to go well. I was pumped to be playing as one of my favorite horror icons in a modern game. Skip forward towards now and all I can recall are nightmarish, bug infested, underwhelming counselor matches, and bed pounding frustration at Jason's entire mechanics. In my dreams I see a massive killing machine in a corner being pummeled to death by teens with nothing but seemingly endless amounts of pocket knives, shotguns, flares, and the occasional (not really) fire cracker. This isn't even the beginning of it though.
Lets's move onto the development schedule itself. I've literally lost track of all the pushed back dates, missed windows, late launches, and horrendous connectivity issues. I was fine with Gun Media and Illfonic making the release date a year later because I knew they would take the time to really capture the feeling of Jason in the game. I was fine when they announced single player bots wasn't happening until after the game was released, I mean AI counselors is quite a feat for a game like this right? Then came the inevitable delay for summer/early fall updates . But what broke me? After they promise a Christmas/early winter update they fall though the Christmas break window and fail to keep yet another promise to their loyal fan base and earlier adopters. I don't mind a few delays here and there, but at the end of the day Gun Media and Illfonic ARE A BUSINESS. you have customers and people looking to purchase a valid and complete experience, and this product is just unacceptable. If you don't want people complaining about the state of the product and the timing of releases, patches, and updates, DON't SET A DATE YOU CAN MISS. I understand that you are a growing and learning company, however, bad business is just bad business. Once I see Jason X, the new maps AND a MASSIVE Bug fix, and Jason rebalance (reWORK at this point) I will think of clicking on the desktop icon and playing your game (product).
Here are some suggestions I have created to help create positive user experiences and game development:
FIX COUNSELOR SPAWN RATES [ The shotgun, flares, and pocket knives aren't candy, don't just hand them out ]
Listen I don't mind having a few (1-2) instances in-game as Jason where a counselor has a pocket knife and escapes my grasp. However , 7-12(no I'm not joking) times a game is INFURIATING. Then couple this issue with 1 gun spawning in map and on Tommy when he arrives creates a hell for ANY Jason, reguardless of grip strength, shift speed, morph, or stalk duration. Not to mention just the pure amount of weapons available to counselors on all the maps. Poor J-Man can't even walk 2 feet without getting a frying pan, wrench, baseball bat, axe, or 2x4 to the face!
2. RE-BALANCE OR REWORK JASON.
Jason after release was INTIMIDATING. He was not to be played with. If you saw Jason as a counselor it was run like hell, hide for your goddamn life, or fight with all your might, if you have the luxury to be cornered. If you hit Jason it was a relief like you've never experienced before. You felt genuinely glad to have lived to see another cabin or house. Jason didn't fear a group of 7 counselors wielding everything but the nuclear launch codes coming at him. He was Difficult to hit, you couldn't just wait for him to grab you and let your teammates knock you out of his hands, you were mashing E (or your controller) so hard you were breaking your bones. Jason shouldn't be auto stunned the second he is hit from a stick or axe, or if he is create a bubble of time so counselors can't hit him instantly while he has a pal of theirs in his grasp. One idea on how to fix J7 for example is to create a "perma-stalk" ability where no counselors can hear Jason or his music UNTIL he's been seen BY THAT counselor. if two counselors are in a building and one doesn't see him, they can't hear the music or his footsteps. I know you guys have heard enough complaints about 7 and I know you said you were working on it, but hear me out when I say this: The community is being extra loud about J7 because he is the weakest link. a team or product, is only as strong as it's weakest point or link.
3. CREATE A NEW FEAR
Jason needs to be scary, unpredictable, inhuman, strong, huge, and 1 step ahead of counselors. He was never lacking in defense OR offense in the movies. He had a weight with him. A subtle, yet very effective, horror about him. He wasn't some doll to be dragged through the mud. Jason was a massive harbinger of doom, not an Eric Lachappa. Instill fear, don't remove it.
Sincerely,
CTK [Kyle]

First, let me say I have played the game since steam release and currently have 118 hours on my steam account (my profile name is thekiddod) for Friday the 13th. I'm loving the game, but I have multiple suggestions to bring more players to the game, using other games as an example for what works in regards to game philosophy.1. There needs to be a ranked matchmaking system for this game. Why? To separate people who want to win vs trolls, and also to prevent people from leaving the game just because they didn't get jason. (They will lose elo/rank points). Also, if you look at all majorly successful games they all have a ranked game mode, because competitiveness drives the gameplay, and you can see this in league of legends, counter strike global offensive, DOTA, and more. These are the most played games on the market, sharing one thing in common indie games mostly dont:ranked.
2. Jason's sense ability needs to be a late game ability or refresh with kills only and have another ability take the early game( and when i mean sense i mean the ability to see red bodies through walls and terrain). A major core idea of friday the 13th is the ability to hide and the thrill of hiding. Currently it feels like you can't really hide unless it's under a bed or in a closet, but early game you should also be able to hide outside behind a rock for example. Jason should be able to see noises as usual however, so if people are running or walking they would make themselves exposed.Jason's sense ability would make a lot of sense it terms of smart gameplay, when someone dies all the counselors run into the closet and instead of waiting inevitably, you can decide to wait until you think jason has expired his sense ability again before moving on.
3 Kill animations need to be more than just aesthetic, they should tie into refreshing one of jason's abilities, i really see a missed opportunity here. This would solve multiple problems such as certain kill animations being able to be done faster than others (or in tighter, smaller areas of the map), those animations will get a smaller "reward" by refreshing a cooldown.Consequently, jason's abilities will have a lower refresh rate, and this will also incentivize jason to be more strategic by valuing kills both in terms of indirect gain from kiling and counsellor and direct gain by getting an ability refresh. Alternatively, each kill jason gets would grant him his next ability, so he doesn't gain his abilities automatically. Also, this will incentivize counsellors from abandoning their teammates to the hands of jason- they will do so with the realization jason will be coming for them next, while if the counsellors escape jason will have to work harder for his next kill. 4.Jason needs to have access to his stalk ability earlier in the game. This would create more strategy for jason being able to hide inside a house in wait for someone. Stalk is currently just used to make people unaware of the shift ability or morph ability. Jason in the movies was all about surprise attacks, but it wasn't by teleporting in front of someone. It was hiding in wait for the right moment. Alternatively, stalk can be a passive ability or different types of stalk can be chosen for your jason pre-game. Another option is for Jason to have his proximity music bubble made much smaller in the early game and bigger in the late game, and to remove the active stalk ability altogether and replace it with something else. This seems counter intuitive at first, why make jason less stealthy as the game goes on? Because by that time there will be few counsellors left and with all of jason's abilities up he will be too powerful and too stealthy, also with his rage up it makes sense that with him being angry there is less stealth. Also, this would allow for early game fear of jason, however that fear doesn't go away late game because of jason's shift and sense abilities. In terms of counter play it's basically impossible to counter a stalk+shift combo, there are no warning signs.4. Jason needs NEW abilities that are able to be chosen from a pool pre-game, allowing for more customization and replayability. For example, the ability to see someone's footsteps that fade away over time (temporarily), or the ability for his throwing knives to instantly drain someone's movement temporarily upon hit(will need to refresh like other abilities), or instantly creating max fear on hit (ability will refresh over time, cannot be constantly used), an ability so that counsellors that first make contact with jason by seeing him from a short distance will have the FEAR mechanic triggered as if seeing a dead body-currently you know that when the counsellor screams they are seeing a dead body, they never scream at the sight of jason.For seasoned players this is not scary at all because you know the scream means just a deadbody and can never be jason. Another idea is an ability to trigger the jason music for one person on the map, however jason doesn't know where they are. This will play mind games with the counselors if jason is really there or not, and will also provide more mechanics than at first glance: being with another counselor and not being alone will allow you to verify jason's presence by talking with them if they hear it too. Another idea is to have jason create dense fog all over the map for one minute, making it hard to spot him. All of these abilities listed require SKILL or PLANNING in order to work, which makes the game more skill based and therefore competitively funner.
5. Currently I see very little use of the combat stance because jason will just try and grab you if you try and block. This can be solved somewhat with jason being unable to use his grab for about 15 seconds after getting a kill(does not include car driver seat grab).
6. Counsellors need a non-victory objective, something that improves a single counsellors ability or maybe even a house with a metal door and window bars, in which you have to fix in order to use by fixing the door. The door can take a much heavier beating by jason before being destroyed(about twice as long as a regular door), but can be destroyed more quickly when jason has rage. This is just an example, but I feel there needs to be one or two smaller objectives than simply the escape ones. I like tommy jarvis as one of the objectives but i feel if there was a second one it would fill in some of the early game strategy and create something for counsellors to do when jason is camping and putting traps on the main objectives. To encourage more teamwork, there can be a non-victory objective that requires 2 people at the same time.
7. The breaking free of the grab mechanic needs to be a skill based minigame similar to fixing the car, not just spamming e. People can easily cheat with this and set their computer so that when they press e it presses it 100 times per second creating an unhumanly low resist time. This needs to be replaced with a skill based mini game, not one that gives you carpal tunnel syndrome. Also, even more depth can be added to this by making it so when you hit jason, sometimes you enter a mini game where you're struggling with jason in a fight. Both jason and the counsellor will be in a mini game similar to the one used to fix cars, but if the counsellor misses one click prompt they're dead. If jason misses one before that happens he lets them go and has the regular break free animation.
8.Different terrain movement speeds. Mud will make counselors slower, rocky/pebbly areas create more tripping, and roads provide the fastest overall counselor speed but will leave counselors in the open and will increase sense detection chance. Different terrain effects=more strategy.
9.Walkie talkies -I feel people will create discord servers at high ranked play to create communication instantly. Walkie talkies should only reveal your team mates on the map in ranked once acquired, but this is something that will need to be monitored closely to see if walkie talkies in their current state are an obsolete item for ranked because of the use of 3rd party communication.
10. Currently the core mechanic of trying to escape jason are stealth and window jumping, make stealth and stamina highly valuable. There should be a new mechanic on trying to avoid jason, or maybe the ability to reinforce doors further with acquired items. I like the bear trap idea for jason but i feel maybe there should be more ways to stall jason. Perhaps maybe the ability to kill jason for 1 minute by pouring a gas and setting him on fire when walks in the room with a cinematic. Also more escape mechanics would make the game less linear than window jumping all the time. This ties into my number 6 with a non victory objective enabling different escape mechanics or minigames. Maybe a counselor can escape down a manhole into a sewer while jason has to go to the lake and open the sewer gate to get access to that area. Maybe more escape minigames can be added in certain buildings/scenarios. Once jason walks in that area, a counselor with no items will be able to fight jason in a stun jason or die finale.
11. I realize the developers want to make more kill animations, but this shouldn't be the priority. I know a lot of money was designated to go towards this but really what needs to be funded is more game mechanics and gameplay and fixing bugs, not aesthetics. So if you're reading this developers I just ask you to look at the community and see that none of them want more kill animations. Spend the effort elsewhere.
12.More counselor items, including food which regains stamina quickly over time, coffee which increases stamina briefly and then reduces it etc.
13. The ability for counselors to play dead!
side note on how ranked gameplay could work: Jason gains elo for having more than 3 kills, and loses elo for 3 kills or less. Tommy Jarvis does not count as a kill, because this would make players not want to call him in. Counselors gain elo for surviving and get more elo for each surviving teammate, and lose elo for dieing, and will lose more elo for every team mate that has also died. Dying as tommy jarvis does not decrease elo. If you are the sole survivor of the game you will still have an elo gain, just less of a gain.